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[WOW] Ol' Bwonsamdi, he don't need to save no daylight.

FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular

I like the new mounts, especially the kitty. The toad mount is nice but I don't have 333k gold just sitting around currently. More inclined to run island expeditions for the dragon mount though.

Also, flying can't come soon enough. I wasted 5 minutes trying to find the path to the top of the mountain for a world quest last night, only to have the jerk boop me off it again with a knockback attack. This game is so sadistic sometimes.

The new darkshore battlefront is fun, although the activity is odd. When people say it's boring, I get that, although I'm not sure what I would do to make it more exciting. I guess it's odd to me it's not a pvp activity like Alterac Valley? Or hell, a pvp mode and pve mode. Still, I ended up liking that and the NE quest lead-in. I think Nathanos doesn't bother me because I know literally nothing about him. Ignorance is bliss. I like that the leaders of the NE are finally acting like they have a spine too.

Mostly, I'm still slogging through to unlock honorbound though.

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TTODewbackNot a Lizard PersonCenter of the EarthRegistered Userregular

Overall, the team is happy with how Personal Loot is working out so far.

The best geared raid groups are still the ones doing the hardest content.

The benefits to removing personal loot are three things:

On the lower end, there are lots of guilds that churn through a steady stream of trials. Historically, guilds wouldn't give trials any loot, causing them to not have any progression.

On the highest end, there are guilds running multiple groups in parallel that would funnel loot to specific characters using Master Loot. This made it 4-5x faster to gear up compared to regular groups that were just doing one run. This led to more and more guilds to start running split raids.

Split raids made it difficult to balance raids for everyone, as the top end guilds were overgeared compared to average guilds.

If you want to be competitive and try for the Top 100, you can just focus on gearing up your main roster and maybe some backups rather than running split raids.

The team is able to itemize differently with Personal Loot. With Master Loot, the team had to design loot tables that didn't have niche items that would only be useful to a spec or two. Now the team can better cater to a wider range of itemization, with more fist weapons, range weapons, shields, and more.

For tight knit social groups that weren't abusing any of this, there is something that was lost with these changes.

The change for the game as a whole is a step in the right direction. Once you are past the first few weeks of a new raid tier, tradability helps offset these changes.

The team is trying to make item level a better guide for what is an upgrade.

Personal Loot is here to stay, so let's talk about how we can improve it rather than rolling it back to Master Loot.

Wait a minute. I read this some two hours ago and I'm back to ask, why can't they make niche items on the loot tables even if there was master loot? Then the guilds with master loot might get shit items that their raid can't use. Too bad for them, but how is that a reason to get rid of master loot? That'll just be the risk/cost of using master loot, that you might get 17 moonfire trinkets or something.

They wanted to try and curb splits and having a unified loot system is probably nice from a dev standpoint. Everything else is just noise and I wouldn't be surprised if during the next Q&A they insist that using ML caused the loot to become cursed and that is why it had to go, in addition to all those other things.

Doing my weekly island on all of my toons for the Azerite and rewards like normal.

Get to my horde and queue up for a normal island. My two group mates are horrible and the entire thing is a 15 minute slog because i'm pretty much doing everything by myself.

Mine the last node to finish the island and notice that my necklace jumped from 20 to 29. Curious i scroll up my chat and i was awarded for completing that normal mode island a "Epic humming heart of Azerite." That awarded me 22,650 Azerite power.

W-waht?

+2

TTODewbackNot a Lizard PersonCenter of the EarthRegistered Userregular

Doing my weekly island on all of my toons for the Azerite and rewards like normal.

Get to my horde and queue up for a normal island. My two group mates are horrible and the entire thing is a 15 minute slog because i'm pretty much doing everything by myself.

Mine the last node to finish the island and notice that my necklace jumped from 20 to 29. Curious i scroll up my chat and i was awarded for completing that normal mode island a "Epic humming heart of Azerite." That awarded me 22,650 Azerite power.

However, there apparently is something else happening for Island Expeditions. Since the latest patch decoupled what was killed from what rewards were offered and it appears that there is no check to see if the mission was a success, failure or how close of a failure the consequence is:

New meta in expeditions: AFK runs.

Start mythic IE;

Go watch Youtube for 15 mins, let enemy team win;

Enjoy your free loot.

Repeat.

Note that this doesn't move your weekly bar as you are not collecting any azerite.

the way they've addressed this subject shows to me that they still have a fundamental inability to understand that it is possible for two systems to be functionally identical but feel very different to the player base, which could almost be a tagline for the game.

Artifact knowledge capping in Legion was something that was known from the start. It was up front, everybody knew it was coming, and in fact everyone looked forward to it because capping on your knowledge meant you reached the maximum rate you could farm at.

The system functions essentially the same way now, except that we didn't know the cap was coming, so it feels like something has been taken away rather than feeling like we reached an end point of a known function.

On top of that, it feels worse to have a system that continually gets harder as you increase your levels, with a weekly offset to the increase, rather than a system that increases your rewards, despite both being functionally identical in their maths.

Doing my weekly island on all of my toons for the Azerite and rewards like normal.

Get to my horde and queue up for a normal island. My two group mates are horrible and the entire thing is a 15 minute slog because i'm pretty much doing everything by myself.

Mine the last node to finish the island and notice that my necklace jumped from 20 to 29. Curious i scroll up my chat and i was awarded for completing that normal mode island a "Epic humming heart of Azerite." That awarded me 22,650 Azerite power.

W-waht?

It's been hotfixed. Grats on the luck.

I don't think he'll keep the gains. Here's a twitter link from the devs referencing it (I left the first reply in the screenshot because it made me laugh)

It seems like an odd bunch of changes to me. Stuff like transformation serum taking TWENTY seconds to cast seems kinda ridiculous. Even at 10 seconds, it was fine. Those weren't really the troubling issues in MOTHERLODE.

It seems like an odd bunch of changes to me. Stuff like transformation serum taking TWENTY seconds to cast seems kinda ridiculous. Even at 10 seconds, it was fine. Those weren't really the troubling issues in MOTHERLODE.

Turning Rip Mind down though, hoo, thank you lawdy.

It doesn't take twenty seconds to cast, nor was it ten seconds. They adjusted the recast time, which is how long you get between casts when you interrupt them. This is huge, as ten seconds meant you needed two melee interrupts to keep up with the cooldown on it.

Basically, melee interrupts are 15 sec cooldown as standard, with the exception of shaman which is 12. Ranged kicks are usually 24 seconds.

These breakpoints are important for recast times because it dramatically lowers or increases the difficulty of kicking spells depending on whether the recast time falls above or below the cooldown of a melee interrupt.

The screechers in Atal'dazar for example, their fear cast has a recast time of 16 seconds. This means that you can assign one melee in your group to each screecher if you pull more than one, and if you only pull one, a tank can take care of it solo. These breakpoints matter less in coordinated groups, since you will be able to assign backup kicks, but in a PUG having the job of interrupts be able to be handled by just one or two people is very significant.